Technically, since Custom Lineage results in mechanics that a player can play, the Custom Lineage is a method of generating the mechanics of a "race".
Custom Lineage gives the player total control over the lineage, then uses the choice of feat to define the mechanics for that lineage.
You can create an Elf lineage using the feat to define its traits. It is ok for your elf to have different mechanics from the Players Handbook elf.
All true. With the caveat that nothing says your created elf has the same lineage as the PHB elf.
Custom Lineage gives you ANY lineage that you want. You have total control. The only difference is, a feat will define the mechanics for it. If you want your Custom Lineage to be an elf, a high elf or some other kind of elf, no problem. Do whatever makes your creative juices flow.
Technically, all "races" are "lineages". A "race" only refers to a set of player character mechanics, that an NPC of the same lineage might not have.
In other words, an NPC elf belongs to the "elf lineage", but doesnt belong to the "elf race".
I don’t think NPCs are the concern here. NPCs have had stat blocks that don’t follow the same rules PCs do since the edition was released. My point is, as far as player characters are concerned lineages, as it stands now, aren’t used for half-something templates to be applied to or combined with something else. They are something separate and unique. A Dhampir isn’t half vampire half something else, it’s a full Dhampir and only that.
Which makes sense, if the designers intend to keep 5E simple and streamlined. Translating existing races into templates that allow you to combine some but not all of the parent races’ abilities into a hybrid is messy, if it has to be done in a formal way that allows full customization. Simpler to represent this by taking one or the other parent races and reskinning it with (I guess, for lack of a better term) cultural qualities from the other parent that either don’t bestow a mechanical advantage or are provided by a class or background feature.
You are correct but I think the concern is with this UA it say “at creation or an appropriate time in a campaign , transforming your character.” So you can be a 5th level Tortle fighter, get bit by a vampire, transform to Dhampir and your natural AC from your shell just disappears. It’s not in the lineage description so you no longer have it.
A Dhampir isn’t half vampire half something else, it’s a full Dhampir and only that.
An odd example, given that dhampirs are literally the offspring between vampires and humans.
Half-orc stat blocks have very little in common with humans, and yet, we consider them to be human for the purposes of human-only feats. I'm kind of hard pressed to see why the same justification can't be applied to a dhampir.
A Dhampir isn’t half vampire half something else, it’s a full Dhampir and only that.
An odd example, given that dhampirs are literally the offspring between vampires and humans.
Half-orc stat blocks have very little in common with humans, and yet, we consider them to be human for the purposes of human-only feats. I'm kind of hard pressed to see why the same justification can't be applied to a dhampir.
It may sound odd, but it’s what the article says. Nothing in the Dhampir writeup says anything about qualifying for race-specific feats (other than specific to Dhampir, obviously).
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Technically, all "races" are "lineages". A "race" only refers to a set of player character mechanics, that an NPC of the same lineage might not have.
In other words, an NPC elf belongs to the "elf lineage", but doesnt belong to the "elf race".
I don’t think NPCs are the concern here. NPCs have had stat blocks that don’t follow the same rules PCs do since the edition was released. My point is, as far as player characters are concerned lineages, as it stands now, aren’t used for half-something templates to be applied to or combined with something else. They are something separate and unique. A Dhampir isn’t half vampire half something else, it’s a full Dhampir and only that.
Which makes sense, if the designers intend to keep 5E simple and streamlined. Translating existing races into templates that allow you to combine some but not all of the parent races’ abilities into a hybrid is messy, if it has to be done in a formal way that allows full customization. Simpler to represent this by taking one or the other parent races and reskinning it with (I guess, for lack of a better term) cultural qualities from the other parent that either don’t bestow a mechanical advantage or are provided by a class or background feature.
You are correct but I think the concern is with this UA it say “at creation or an appropriate time in a campaign , transforming your character.” So you can be a 5th level Tortle fighter, get bit by a vampire, transform to Dhampir and your natural AC from your shell just disappears. It’s not in the lineage description so you no longer have it.
Which is exactly why it doesn’t look like this is intended for half-race templates.
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Technically, since Custom Lineage results in mechanics that a player can play, the Custom Lineage is a method of generating the mechanics of a "race".
Custom Lineage gives the player total control over the lineage, then uses the choice of feat to define the mechanics for that lineage.
You can create an Elf lineage using the feat to define its traits. It is ok for your elf to have different mechanics from the Players Handbook elf.
All true. With the caveat that nothing says your created elf has the same lineage as the PHB elf.
Custom Lineage gives you ANY lineage that you want. You have total control. The only difference is, a feat will define the mechanics for it. If you want your Custom Lineage to be an elf, a high elf or some other kind of elf, no problem. Do whatever makes your creative juices flow.
I’ll ask again, where does it say you can choose your Custom Lineage to be an elf and count as a PHB elf for mechanical purposes?
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A Dhampir isn’t half vampire half something else, it’s a full Dhampir and only that.
An odd example, given that dhampirs are literally the offspring between vampires and humans.
Half-orc stat blocks have very little in common with humans, and yet, we consider them to be human for the purposes of human-only feats. I'm kind of hard pressed to see why the same justification can't be applied to a dhampir.
It may sound odd, but it’s what the article says. Nothing in the Dhampir writeup says anything about qualifying for race-specific feats (other than specific to Dhampir, obviously).
Here I kinda agree with Pangurjan. In the same way that Half-Elf wasnt able to take certain elf feats (like Fey Teleportation) probably applies to the Dhampir "race" traits defined here.
But it would be able to qualify for anything that requires the humanoid or undead creature type.
Two things remain unclear to me.
• One. Can a cleric turn a player-character dhampir, or does the humanoid type override it, making it immune to turn?
• Two. If the dhampir was formerly an elf, does it still retain the "humanoid (elf)" creature type? My reading is yes. The dhampir loses the elf "race" traits, but retains the original elf "lineage" origin. In any case, only the "race" traits of the dhampir lineage are operational. If so, the dhampir elf can take a Xanathars elf feat.
Imo there should be some provided 'classic' archtypes for the different species, with pre placed ASIs, profs, languages, etc. Which represents how they function in the Forgotten Realms. And then all species should be able to be customised like the new system as well, in case you want an adventurer who doesn't fit in the exact predefined mould.
So the 'example' dwarf would know dwarvern language, be proficient in stonecutting, and have con/str bonuses. But then the player can decide that they don't want that and give them an int bonus, prof in something else, and know elvish.
Providing both the example template and allowing that to be customised satisfies both groups of people so there isn't a downside.
Also another change to race I'd make is something along the pathfinder lines, where planetouched, warforged, and undead races are templates which are placed over pre set races. So you could have an aasimar aarokoka, a dhampir dwarf, or a warforged lizardfolk.
Imo there should be some provided 'classic' archtypes for the different species, with pre placed ASIs, profs, languages, etc. Which represents how they function in the Forgotten Realms. And then all species should be able to be customised like the new system as well, in case you want an adventurer who doesn't fit in the exact predefined mould.
So the 'example' dwarf would know dwarvern language, be proficient in stonecutting, and have con/str bonuses. But then the player can decide that they don't want that and give them an int bonus, prof in something else, and know elvish.
Providing both the example template and allowing that to be customised satisfies both groups of people so there isn't a downside.
Also another change to race I'd make is something along the pathfinder lines, where planetouched, warforged, and undead races are templates which are placed over pre set races. So you could have an aasimar aarokoka, a dhampir dwarf, or a warforged lizardfolk.
I totally agree. Especially when there is extreme player choice, there needs to be a "default" option, for players who dont want to go there (yet).
Meanwhile, different settings can have different defaults, to exemplify the tone and the tropes of the setting.
Technically, all "races" are "lineages". A "race" only refers to a set of player character mechanics, that an NPC of the same lineage might not have.
In other words, an NPC elf belongs to the "elf lineage", but doesnt belong to the "elf race".
I don’t think NPCs are the concern here. NPCs have had stat blocks that don’t follow the same rules PCs do since the edition was released. My point is, as far as player characters are concerned lineages, as it stands now, aren’t used for half-something templates to be applied to or combined with something else. They are something separate and unique. A Dhampir isn’t half vampire half something else, it’s a full Dhampir and only that.
Which makes sense, if the designers intend to keep 5E simple and streamlined. Translating existing races into templates that allow you to combine some but not all of the parent races’ abilities into a hybrid is messy, if it has to be done in a formal way that allows full customization. Simpler to represent this by taking one or the other parent races and reskinning it with (I guess, for lack of a better term) cultural qualities from the other parent that either don’t bestow a mechanical advantage or are provided by a class or background feature.
You are correct but I think the concern is with this UA it say “at creation or an appropriate time in a campaign , transforming your character.” So you can be a 5th level Tortle fighter, get bit by a vampire, transform to Dhampir and your natural AC from your shell just disappears. It’s not in the lineage description so you no longer have it.
Which is exactly why it doesn’t look like this is intended for half-race templates.
I think the UA lineages of Dhampir, Hexblood, and Reborn are a bit problematic compared to the "Design Note" lineage system going forward because these three particular are based on you were one thing, now you are something else. Why does a tortle lose its shell (or at least the protection from it) because it was bit by a vampire? I understand it isn't intended for half-race templates, but it does raise questions.
In the design note it separates biological traits from cultural ones, which I like. So a forest gnome keeps their innate minor illusion cantrip (will it still use INT for casting?) and speak with small beasts (or is that cultural?). But the gothic lineages contradicts that and says, nope, you can't keep those traits you replace them with these. So it seems this UA gothic lineages operates slightly differently than how they plan on handling lineage/race in the future.
A Dhampir isn’t half vampire half something else, it’s a full Dhampir and only that.
An odd example, given that dhampirs are literally the offspring between vampires and humans.
Half-orc stat blocks have very little in common with humans, and yet, we consider them to be human for the purposes of human-only feats. I'm kind of hard pressed to see why the same justification can't be applied to a dhampir.
It may sound odd, but it’s what the article says. Nothing in the Dhampir writeup says anything about qualifying for race-specific feats (other than specific to Dhampir, obviously).
Here I kinda agree with Pangurjan. In the same way that Half-Elf wasnt able to take certain elf feats (like Fey Teleportation) probably applies to the Dhampir "race" traits defined here.
But it would be able to qualify for anything that requires the humanoid or undead creature type.
Two things remain unclear to me.
• One. Can a cleric turn a player-character dhampir, or does the humanoid type override it, making it immune to turn?
• Two. If the dhampir was formerly an elf, does it still retain the "humanoid (elf)" creature type? My reading is yes. The dhampir loses the elf "race" traits, but retains the original elf "lineage" origin. In any case, only the "race" traits of the dhampir lineage are operational. If so, the dhampir elf can take a Xanathars elf feat.
1) Dhampir are undead. Clerics can turn undead. Dhampir are also humanoid. Nothing says clerics can’t turn humanoids, only that they can’t turn them based on their being humanoid alone. Conclusion: clerics can turn Dhampir.
2) You seem to be saying that counting as an elf for the purpose of a game feature (feat prerequisites) is not part of the “suite of game features used by player characters”?
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A Dhampir isn’t half vampire half something else, it’s a full Dhampir and only that.
An odd example, given that dhampirs are literally the offspring between vampires and humans.
Half-orc stat blocks have very little in common with humans, and yet, we consider them to be human for the purposes of human-only feats. I'm kind of hard pressed to see why the same justification can't be applied to a dhampir.
It may sound odd, but it’s what the article says. Nothing in the Dhampir writeup says anything about qualifying for race-specific feats (other than specific to Dhampir, obviously).
Here I kinda agree with Pangurjan. In the same way that Half-Elf wasnt able to take certain elf feats (like Fey Teleportation) probably applies to the Dhampir "race" traits defined here.
But it would be able to qualify for anything that requires the humanoid or undead creature type.
Two things remain unclear to me.
• One. Can a cleric turn a player-character dhampir, or does the humanoid type override it, making it immune to turn?
• Two. If the dhampir was formerly an elf, does it still retain the "humanoid (elf)" creature type? My reading is yes. The dhampir loses the elf "race" traits, but retains the original elf "lineage" origin. In any case, only the "race" traits of the dhampir lineage are operational. If so, the dhampir elf can take a Xanathars elf feat.
1) Dhampir are undead. Clerics can turn undead. Dhampir are also humanoid. Nothing says clerics can’t turn humanoids, only that they can’t turn them based on their being humanoid alone. Conclusion: clerics can turn Dhampir.
2) You seem to be saying that counting as an elf for the purpose of a game feature (feat prerequisites) is not part of the “suite of game features used by player characters”?
1) I think I agree. Cleric CAN turn a dhampir. The UA wording says: "If an effect works on at least one of a creature’s types, that effect can work on that creature." So the turning effect does work on the undead creature type.
2) Yes. The "race" only refers to the mechanical traits, not the "lineage". So the dhampir can be "humanoid (elf)" in lineage, but not in mechanical elf race traits. So, a feat or a magical item that requires "elf" lineage, can still apply to a dhampir if originally an elf.
In the design note it separates biological traits from cultural ones, which I like. So a forest gnome keeps their innate minor illusion cantrip (will it still use INT for casting?) and speak with small beasts (or is that cultural?).
That’s the thing. Even if it’s called “natural illusionist”, what says the ability to cast minor illusion is purely biological? Does a forest gnome adopted as a baby by rock gnomes find out he can do this by himself, or does he need to be shown?
I think the separation will be clear for future races, as WotC will obviously not implement the cultural ones, but until we get a new style rework of the existing ones there will in some cases be doubt.
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In the design note it separates biological traits from cultural ones, which I like. So a forest gnome keeps their innate minor illusion cantrip (will it still use INT for casting?) and speak with small beasts (or is that cultural?).
That’s the thing. Even if it’s called “natural illusionist”, what says the ability to cast minor illusion is purely biological? Does a forest gnome adopted as a baby by rock gnomes find out he can do this by himself, or does he need to be shown?
I think the separation will be clear for future races, as WotC will obviously not implement the cultural ones, but until we get a new style rework of the existing ones there will in some cases be doubt.
I'm going off the Design note in the UA which says:
Following in that book’s footsteps, the race options in this article and in future D&D books lack the Ability Score Increase trait, the Language trait, the Alignment trait, and any other trait that is purely cultural. Racial traits henceforth reflect only the physical or magical realities of being a player character who’s a member of a particular lineage. Such traits include things like darkvision, a breath weapon (as in the dragonborn), or innate magical ability (as in the forest gnome). Such traits don’t include cultural characteristics, like language or training with a weapon or a tool, and the traits also don’t include an alignment suggestion, since alignment is a choice for each individual, not a characteristic shared by a lineage.
Bolded, which I assumed was referring to Natural Illusionist. If correct, that trait will stay no matter your lineage, where you put your ASI's, what languages you speak, etc...
2) Yes. The "race" only refers to the mechanical traits, not the "lineage". So the dhampir can be "humanoid (elf)" in lineage, but not in mechanical elf race traits. So, a feat or a magical item that requires "elf" lineage, can still apply to a dhampir if originally an elf.
Actually, and I quote: “the term “race” in D&D refers only to the suite of game features used by player characters”. Personally I think feats (and their prerequisites) are game features used by player characters, but you apparently feel differently.
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In the design note it separates biological traits from cultural ones, which I like. So a forest gnome keeps their innate minor illusion cantrip (will it still use INT for casting?) and speak with small beasts (or is that cultural?).
That’s the thing. Even if it’s called “natural illusionist”, what says the ability to cast minor illusion is purely biological? Does a forest gnome adopted as a baby by rock gnomes find out he can do this by himself, or does he need to be shown?
I think the separation will be clear for future races, as WotC will obviously not implement the cultural ones, but until we get a new style rework of the existing ones there will in some cases be doubt.
I'm going off the Design note in the UA which says:
Following in that book’s footsteps, the race options in this article and in future D&D books lack the Ability Score Increase trait, the Language trait, the Alignment trait, and any other trait that is purely cultural. Racial traits henceforth reflect only the physical or magical realities of being a player character who’s a member of a particular lineage. Such traits include things like darkvision, a breath weapon (as in the dragonborn), or innate magical ability (as in the forest gnome). Such traits don’t include cultural characteristics, like language or training with a weapon or a tool, and the traits also don’t include an alignment suggestion, since alignment is a choice for each individual, not a characteristic shared by a lineage.
Bolded, which I assumed was referring to Natural Illusionist. If correct, that trait will stay no matter your lineage, where you put your ASI's, what languages you speak, etc...
Yes, I meant to add that we only know because it’s an example WotC clarified.
edit: well, not “no matter your lineage”. Such traits specifically are part of your lineage.
I'm going off the Design note in the UA which says:
Following in that book’s footsteps, the race options in this article and in future D&D books lack the Ability Score Increase trait, the Language trait, the Alignment trait, and any other trait that is purely cultural. Racial traits henceforth reflect only the physical or magical realities of being a player character who’s a member of a particular lineage. Such traits include things like darkvision, a breath weapon (as in the dragonborn), or innate magical ability (as in the forest gnome). Such traits don’t include cultural characteristics, like language or training with a weapon or a tool, and the traits also don’t include an alignment suggestion, since alignment is a choice for each individual, not a characteristic shared by a lineage.
Bolded, which I assumed was referring to Natural Illusionist. If correct, that trait will stay no matter your lineage, where you put your ASI's, what languages you speak, etc...
My reading is.
The Players Handbook has the "race" mechanics include ability improvement, language, and alignment.
But from now on, "race" will no longer include these.
Instead, every character regardless of "race", will freely choose ability improvement, language, and alignment.
So for example, if someone is the "gnome lineage" AND uses the "gnome race" traits, then becoming the "dhampir lineage" will also replace the gnome race traits with new dhampir race traits. However, this dhampir appears to remain a member of the "gnome lineage" despite losing the "gnome race" mechanics.
In any case, when a player chooses ability improvement, language, and alignment, this is now part of the character generation process, and has nothing to do with race traits. It doesnt matter if the character is gnome or dhampir. Every player character must choose the ability improvement, language, and alignment.
For those saying that these new Gothic lineages make no sense because they eliminate biological features of the original parentage:
You don't get crazy undead (or fey) superpowers for free.
A "template" method means the crazy undead superpowers have to be balanced out by outrageous drawbacks because the template has to be a net zero in terms of power gain. Retaining 100% of your original parentage's abilities whilst also adding a bunch of template abilities is the sort of thing the idjits who think the Tasha's rules are about nothing but powergaming should actually be worried about. Nor would 'outrageous drawbacks' even really work - when a player goes out of their way to try and play in such a way as to minimize those drawbacks (as any creature afflicted by them sensibly would, a'la only adventuring at night if one suffers from Sunlight Hypersensitivity), people will scream their asses off at that player for METAGAMING(!!!). It simply doesn't work for most games to attach random superpowers to the unmodified stat block of some other critter. If a player is truly interested in playing a dhampir, a hexblood, or a reborn for its own sake because they've got a cool idea they want to explore, then they'll have to pitch the abilities of their 'normal' lineage. Sacrifice is at the heart of each of these new gothic lineages - players wanting to both have and eat their cake are running so counter to the entire idea that I can't imagine any DM worth their salt letting it happen.
Besides. People yowling about a tortle getting bitten by a vampire and losing its shell when it turns into a dhampir are forgetting that getting bitten by a vampire is not at all how one produces a dhampir. That's just how you get vampire spawn. A dhampir, specifically, is a corruption of a corruption - the result of the vampirization process going wrong, usually in the womb. The dhampir lineage is not an excuse to make a deathless mutant ninja tortle, it's what happens when another species is corrupted at inception with vampiric blight or subjected to Dark Ritual: Plot Creation.
Not all rules can cover all edge cases. A player with a character concept for a dhampir-born tortle or aarakocra (i.e. the only two species anyone cares about) will have to work with the DM to create a mixed species block, likely by omitting the dhampir's integrated spider climb in favor of the shell or wings. It's regrettable but sometimes necessary, which is why more robust homebrewing guidelines and a system that doesn't actively fight against homebrew solutions at every turn would be much more helpful than the current 5e PHB system.
2) Yes. The "race" only refers to the mechanical traits, not the "lineage". So the dhampir can be "humanoid (elf)" in lineage, but not in mechanical elf race traits. So, a feat or a magical item that requires "elf" lineage, can still apply to a dhampir if originally an elf.
Actually, and I quote: “the term “race” in D&D refers only to the suite of game features used by player characters”. Personally I think feats (and their prerequisites) are game features used by player characters, but you apparently feel differently.
Yeah, the lineage itself has no mechanics, but is something that other aspect of the game might refer to. So, if a feat or magic item refers to "elf", the lineage can apply.
This is how I understand the character generation process, from now on.
Character Generation
1. Determine ability scores. 1a. 4d6 or Point-Buy 1b. Improve one ability score by +2.
2. Choose lineage. 2a. Choose race traits for that lineage or choose Custom Lineage traits for that lineage. 2b. Note creature type and other tags. 2c. You can change the proficiencies that a race provides, if any, such as skill, armor, weapon, or tool.
3. Choose class 3...
4. Choose language. 4a. You gain the Common language. 4b. You gain one language that both you and your DM feel suits the character concept and the setting concept.
5. Choose background. 5a. Choose official background or customize your own. 5b. Choose ideal, bond, and personality quirk.
6. Choose alignment. 6a. Pick one of the nine alignments. 6b. Give an example of how this alignment shapes your characters behavior.
Something like the above is the new character generation process. Explicitly, ability improvement, language, and alignment are no longer part of race mechanics.
All true. With the caveat that nothing says your created elf has the same lineage as the PHB elf.
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Custom Lineage gives you ANY lineage that you want. You have total control. The only difference is, a feat will define the mechanics for it. If you want your Custom Lineage to be an elf, a high elf or some other kind of elf, no problem. Do whatever makes your creative juices flow.
he / him
You are correct but I think the concern is with this UA it say “at creation or an appropriate time in a campaign , transforming your character.” So you can be a 5th level Tortle fighter, get bit by a vampire, transform to Dhampir and your natural AC from your shell just disappears. It’s not in the lineage description so you no longer have it.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
An odd example, given that dhampirs are literally the offspring between vampires and humans.
Half-orc stat blocks have very little in common with humans, and yet, we consider them to be human for the purposes of human-only feats. I'm kind of hard pressed to see why the same justification can't be applied to a dhampir.
It may sound odd, but it’s what the article says. Nothing in the Dhampir writeup says anything about qualifying for race-specific feats (other than specific to Dhampir, obviously).
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Which is exactly why it doesn’t look like this is intended for half-race templates.
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I’ll ask again, where does it say you can choose your Custom Lineage to be an elf and count as a PHB elf for mechanical purposes?
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Here I kinda agree with Pangurjan. In the same way that Half-Elf wasnt able to take certain elf feats (like Fey Teleportation) probably applies to the Dhampir "race" traits defined here.
But it would be able to qualify for anything that requires the humanoid or undead creature type.
Two things remain unclear to me.
• One. Can a cleric turn a player-character dhampir, or does the humanoid type override it, making it immune to turn?
• Two. If the dhampir was formerly an elf, does it still retain the "humanoid (elf)" creature type? My reading is yes. The dhampir loses the elf "race" traits, but retains the original elf "lineage" origin. In any case, only the "race" traits of the dhampir lineage are operational. If so, the dhampir elf can take a Xanathars elf feat.
he / him
Imo there should be some provided 'classic' archtypes for the different species, with pre placed ASIs, profs, languages, etc. Which represents how they function in the Forgotten Realms. And then all species should be able to be customised like the new system as well, in case you want an adventurer who doesn't fit in the exact predefined mould.
So the 'example' dwarf would know dwarvern language, be proficient in stonecutting, and have con/str bonuses. But then the player can decide that they don't want that and give them an int bonus, prof in something else, and know elvish.
Providing both the example template and allowing that to be customised satisfies both groups of people so there isn't a downside.
Also another change to race I'd make is something along the pathfinder lines, where planetouched, warforged, and undead races are templates which are placed over pre set races. So you could have an aasimar aarokoka, a dhampir dwarf, or a warforged lizardfolk.
I totally agree. Especially when there is extreme player choice, there needs to be a "default" option, for players who dont want to go there (yet).
Meanwhile, different settings can have different defaults, to exemplify the tone and the tropes of the setting.
he / him
I think the UA lineages of Dhampir, Hexblood, and Reborn are a bit problematic compared to the "Design Note" lineage system going forward because these three particular are based on you were one thing, now you are something else. Why does a tortle lose its shell (or at least the protection from it) because it was bit by a vampire? I understand it isn't intended for half-race templates, but it does raise questions.
In the design note it separates biological traits from cultural ones, which I like. So a forest gnome keeps their innate minor illusion cantrip (will it still use INT for casting?) and speak with small beasts (or is that cultural?). But the gothic lineages contradicts that and says, nope, you can't keep those traits you replace them with these. So it seems this UA gothic lineages operates slightly differently than how they plan on handling lineage/race in the future.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
1) Dhampir are undead. Clerics can turn undead. Dhampir are also humanoid. Nothing says clerics can’t turn humanoids, only that they can’t turn them based on their being humanoid alone. Conclusion: clerics can turn Dhampir.
2) You seem to be saying that counting as an elf for the purpose of a game feature (feat prerequisites) is not part of the “suite of game features used by player characters”?
Want to start playing but don't have anyone to play with? You can try these options: [link].
1) I think I agree. Cleric CAN turn a dhampir. The UA wording says: "If an effect works on at least one of a creature’s types, that effect can work on that creature." So the turning effect does work on the undead creature type.
2) Yes. The "race" only refers to the mechanical traits, not the "lineage". So the dhampir can be "humanoid (elf)" in lineage, but not in mechanical elf race traits. So, a feat or a magical item that requires "elf" lineage, can still apply to a dhampir if originally an elf.
he / him
That’s the thing. Even if it’s called “natural illusionist”, what says the ability to cast minor illusion is purely biological? Does a forest gnome adopted as a baby by rock gnomes find out he can do this by himself, or does he need to be shown?
I think the separation will be clear for future races, as WotC will obviously not implement the cultural ones, but until we get a new style rework of the existing ones there will in some cases be doubt.
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I'm going off the Design note in the UA which says:
Bolded, which I assumed was referring to Natural Illusionist. If correct, that trait will stay no matter your lineage, where you put your ASI's, what languages you speak, etc...
EZD6 by DM Scotty
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Actually, and I quote: “the term “race” in D&D refers only to the suite of game features used by player characters”. Personally I think feats (and their prerequisites) are game features used by player characters, but you apparently feel differently.
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Yes, I meant to add that we only know because it’s an example WotC clarified.
edit: well, not “no matter your lineage”. Such traits specifically are part of your lineage.
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My reading is.
The Players Handbook has the "race" mechanics include ability improvement, language, and alignment.
But from now on, "race" will no longer include these.
Instead, every character regardless of "race", will freely choose ability improvement, language, and alignment.
So for example, if someone is the "gnome lineage" AND uses the "gnome race" traits, then becoming the "dhampir lineage" will also replace the gnome race traits with new dhampir race traits. However, this dhampir appears to remain a member of the "gnome lineage" despite losing the "gnome race" mechanics.
In any case, when a player chooses ability improvement, language, and alignment, this is now part of the character generation process, and has nothing to do with race traits. It doesnt matter if the character is gnome or dhampir. Every player character must choose the ability improvement, language, and alignment.
he / him
For those saying that these new Gothic lineages make no sense because they eliminate biological features of the original parentage:
You don't get crazy undead (or fey) superpowers for free.
A "template" method means the crazy undead superpowers have to be balanced out by outrageous drawbacks because the template has to be a net zero in terms of power gain. Retaining 100% of your original parentage's abilities whilst also adding a bunch of template abilities is the sort of thing the idjits who think the Tasha's rules are about nothing but powergaming should actually be worried about. Nor would 'outrageous drawbacks' even really work - when a player goes out of their way to try and play in such a way as to minimize those drawbacks (as any creature afflicted by them sensibly would, a'la only adventuring at night if one suffers from Sunlight Hypersensitivity), people will scream their asses off at that player for METAGAMING(!!!). It simply doesn't work for most games to attach random superpowers to the unmodified stat block of some other critter. If a player is truly interested in playing a dhampir, a hexblood, or a reborn for its own sake because they've got a cool idea they want to explore, then they'll have to pitch the abilities of their 'normal' lineage. Sacrifice is at the heart of each of these new gothic lineages - players wanting to both have and eat their cake are running so counter to the entire idea that I can't imagine any DM worth their salt letting it happen.
Besides. People yowling about a tortle getting bitten by a vampire and losing its shell when it turns into a dhampir are forgetting that getting bitten by a vampire is not at all how one produces a dhampir. That's just how you get vampire spawn. A dhampir, specifically, is a corruption of a corruption - the result of the vampirization process going wrong, usually in the womb. The dhampir lineage is not an excuse to make a deathless mutant ninja tortle, it's what happens when another species is corrupted at inception with vampiric blight or subjected to Dark Ritual: Plot Creation.
Not all rules can cover all edge cases. A player with a character concept for a dhampir-born tortle or aarakocra (i.e. the only two species anyone cares about) will have to work with the DM to create a mixed species block, likely by omitting the dhampir's integrated spider climb in favor of the shell or wings. It's regrettable but sometimes necessary, which is why more robust homebrewing guidelines and a system that doesn't actively fight against homebrew solutions at every turn would be much more helpful than the current 5e PHB system.
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Yeah, the lineage itself has no mechanics, but is something that other aspect of the game might refer to. So, if a feat or magic item refers to "elf", the lineage can apply.
This is how I understand the character generation process, from now on.
Character Generation
1. Determine ability scores.
1a. 4d6 or Point-Buy
1b. Improve one ability score by +2.
2. Choose lineage.
2a. Choose race traits for that lineage or choose Custom Lineage traits for that lineage.
2b. Note creature type and other tags.
2c. You can change the proficiencies that a race provides, if any, such as skill, armor, weapon, or tool.
3. Choose class
3...
4. Choose language.
4a. You gain the Common language.
4b. You gain one language that both you and your DM feel suits the character concept and the setting concept.
5. Choose background.
5a. Choose official background or customize your own.
5b. Choose ideal, bond, and personality quirk.
6. Choose alignment.
6a. Pick one of the nine alignments.
6b. Give an example of how this alignment shapes your characters behavior.
Something like the above is the new character generation process. Explicitly, ability improvement, language, and alignment are no longer part of race mechanics.
he / him